I recently posted a topic on a game with the same concept, and this is the same game, but completely recoded and different. Just wanted to make you guys aware of it, and it may be deleted soon as well.

Escaping Vox is a 3D voxel based puzzle game wherein you take control of a little, white ball.Your goal? Escape to the blue pad, which sends you falling into the next level.

In order to do this you must avoid a number of hazards (* means not yet implemented):

At the same time you must complete the puzzle, which will include stepping on trampolines to send you soaring to another higher platform, activating pressure pads to place and release blocks, and using checkpoints to help you along your journey.

Here's some pictures:

You can also check out a YouTube channel I made here for video logs that I was making a while back. They're kind of older videos though.

NOTE: You do have to have a pretty decent computer to run this. Nothing super great, but no school library computer. Right now I haven't optomized the meshes as the levels are fairly small and I need to do some optomizations on my SSAO and other shaders. To turn these effects off you can click "Options" in the main menu. They increase performance drastically for me (40-50 FPS).

The controls for the actual game are explained in the first level, however the editor does things a bit differently. You can fly around and place or remove blocks as well as edit some light properties (color, range):

- Shift left to start selection of area, shift left in a position of greater coordinates to complete, you should see a red box envelope the area. Press enter to delete everything.- Shift right and same as above to place whichever selected block you have in that area.- Left to break.- Right to place.- Scroll to change block selection.- You can't play these levels. I haven't added in action editing (removing and replacing blocks) as I define that in the code right now, but it will work later.- These custom levels will save to your computer. They are located in your home directory in /.slythGame. This way you can load them up and edit them later, yes saving and loading works .

Downloads (I'm sorry they're so large. I've compressed everything and lowered the bitrate of audio as much as I can.):*NixWindowsMac

There are a few things that I know I haven't implemented as well as a few bugs which will be listed below:

- Pause menu doesn't appear sometimes. Just press ESC again.- Level doesn't reset if you die and don't have a checkpoint.- Sometimes camera movement is choppy.- Performance sucks. Majorly.- Depending on certain things the To Main Menu button may not work. This is because it restarts the .jar, I will fix this as well.

Damn, I should have read the post more. I'll definitely test it for you!

Edit:Are you using jMonkeyEngine? Still really cool, I was just going to be very impressed if you managed to do all of this by yourself without any engines/libraries! Still very cool, don't get me wrong

Damn, I should have read the post more. I'll definitely test it for you!

Edit:Are you using jMonkeyEngine? Still really cool, I was just going to be very impressed if you managed to do all of this by yourself without any engines/libraries! Still very cool, don't get me wrong

Yes I am using jMonkeyEngine I plan on programming my own deferred renderer soon however because the current rendering scheme is horrid for lighting. I would still be using th engine for other rendering, but my own lighting.

And I'm rewriting all of the shaders I'm using too. Currently only the electricity and DOF are from jME. Those should be very easy though.

Thanks!

//The download is coming, it's a rather large file (75 megs ) and I have to upload one with the .jar, and a couple others for automatic windows launches (exe) and linux (sh). You mac users can use the jar. Mac download out too.

The font is called Primer if you want to use it for your games, I found it online.And on your graphics I suspect it'll run like dirt. No offense, it's really all on me I should make some more optomizations. Go ahead and look at the options to disable some stuff if you like Thanks again

@trollwarrior1Yes opiop's correct, the performance is horrid right now sorry about that. You can look into the options to disable the 2 effects that take up most of the framerate, SSAO is the real biggie there.I'm working on better mesh rendering (right now I'm using the most stupid way possible, don't even ask) as well as deferred lighting. Those two together should increase performance hugely, so look forward to that.

I'm guessing you're talking about how the tutorial text kind of glows? I've been told the same thing about it a few times now, I will most likely remove it. Thanks for the input

@SHC

That's awesome! You can upload it to mediafire if you like, it shouldn't take that long, and then I can either download it and reupload it to my account or I can just post that download it the main post.Thanks a lot man.

So for the people that can't run it at this time, I put together a video to show a full playthrough of the games current (5) levels. It should give you an idea of just how dynamic a level can be and how creative one can get with it.

Alright, so I've almost finished making the engine for this game.I decided to port it over to plain LWJGL instead of using jMonkeyEngine because I'll have more control and most likely better performance.

Spoiler:

So it's pretty simple so far from what you can see, but there's normal mapping, point lights, spot, and directional lights, as well as parallax mapping which is coming soon.It uses a node system similar to jMonkeyEngine, so everything's very.. modular? I suppose that's the right word. Anyways I'm starting on the actual port soon so it should be out within a few months.

I've gotten certain bits from him but haven't followed the series exactly. I dislike doing that. For example I implemented the materials much differently than he did and used a different method of lighting approximations. Normal mapping was implemented before he touched on it.But I did watch his videos to understand the matrices and mesh loading as well as general engine design.

java-gaming.org is not responsible for the content posted by its members, including references to external websites,
and other references that may or may not have a relation with our primarily
gaming and game production oriented community.
inquiries and complaints can be sent via email to the info‑account of the
company managing the website of java‑gaming.org